sebastienlagarde
5ac28581
Change LightingDefinition.hlsl to LightDefinition.cs
Allow to share code between hlsl and C# like Morten, also add define in
common.hlsl that was in common.h for Morten
8 年前
sebastienlagarde
636e2983
Add light support to the minimal forward loop (WIP, not fully working)
Add support of point and spot without shadow with structured buffer in
forward.
8 年前
sebastienlagarde
902def74
Change UnityStandard to HDRenderLoop
Change name of the renderloop to HD Standard
Use vertex normal for now to test light
8 年前
Sebastien Lagarde
ef992f04
Add support for directional light
all in one formula for spot, light and directional light
8 年前
vlad-andreev
81aa39a3
switched HDRenderLoop over to generated .hlsl
8 年前
vlad-andreev
ea3c49e2
removed Vec2/Vec3/Vec4/Mat44, regenerated .hlsl includes
8 年前
Sebastien Lagarde
a703417e
HDRenderLoop: Continue to work on implementing parallax cubemap
- Finish shader side, need to fix C++ side + generate specularDFG
texture
8 年前
Sebastien Lagarde
52eb3436
HDRenderLoop: Make cubemap code compile
- miss preDFG texture
- do not work currently
- Add bunch of sphere metal/dieletric from smoothness 0..1
8 年前
Sebastien Lagarde
caf80e26
HDRenderLoop: Add area light support, first draft
8 年前
sebastienlagarde
3234ad1e
HDRenderLoop: Add area light code (not working)
8 年前
sebastienlagarde
fd4b1fe9
HDRenderLoop: Fix issue with box projection and local offset + add test scene
8 年前
sebastienlagarde
86a97da3
HDRenderLoop: Change ReflectionProbe behavior
- reflection probe are now split in two volume, one influence volume
(for culling and fading) and one projection volume (for cubemap
sampling). Mean we can have box porjection with spherical influecne.
- Refletion volume support both cube and sphere (would like to add
ellipse later)
- Change the behavior of blenddistance to inner blend distance instead
of outer blend distance as it is easy for the artists to use.
8 年前
sebastienlagarde
7a1f23a5
HDRenderLoop: Update reflection probe behavior (change agin)
- We still split influence and projecotin volume, but they must ahve the
same shape, and influence volume must be conatin by projection volume
- without UI for now this have no effect.
8 年前
vlad-andreev
3b8e0543
moved to the experimental namespace
8 年前
Sebastien Lagarde
1602a326
HDRenderLoop: Push draft not compiling
8 年前
Sebastien Lagarde
00afee16
HDRenderLoop: Lot of stuffs - try to prepare for various lighting architecture
- Move and rename file
- Design for various lighting architecture
8 年前
Sebastien Lagarde
2ffcb7f1
HDRenderLoop: Misc test
8 年前
sebastienlagarde
f53cd1c7
HDRenderloop: Progress in supporting IES and shadowmap
- Add AffectDiffuse/AffectSpecular/GetShadowDimmer UI
- Add draft of shadow map support (not working)
- Add IES in shader (not in light)
- Add LightLoopContext struct
- Add various Texture/sampler macro
- Add GetCubeFaceID
- misc stuff
8 年前
sebastienlagarde
fd7cfe17
HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow
- Effort on shadow design still need to be done
8 年前
Sebastien Lagarde
36745c50
HDRenderloop: Remove flags from light + experiment bias on receiver
8 年前
sebastienlagarde
648bed87
HDRenderLoop: Push starter that doesn't compile
8 年前
Evgenii Golubev
5116a0d4
Make 'AreaLightData.twoSided' a bool
8 年前
sebastienlagarde
ed862ed6
Merge remote-tracking branch 'refs/remotes/origin/master' into Merge-FPTL
8 年前
Sebastien Lagarde
7fa398c4
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
sebastienlagarde
fa115002
HDRenderLoop: Change light structure to better match FPTL
- merge area light and punctual together
- Change directional to better match FPTL
- Add EvaluateBSDF_Directional prototype
8 年前
sebastienlagarde
ca83feb0
HDRenderLoop: Add support of directional split shadow
8 年前
Sebastien Lagarde
882368f7
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
- Only build light list, not light application for now
- untested, crash when big tile are enabled
8 年前
Julien Ignace
ea463d28
Added GGX convolution to the generated skybox.
8 年前
Evgenii Golubev
8f4d9895
Make "EnvLightData.envIndex" an int
8 年前
Evgenii Golubev
8c87a8f3
Add EnvShapeType.Sky
8 年前
Evgenii Golubev
4cc31cfe
Implement cookie support for point and spot lights
8 年前
Evgenii Golubev
6ff56821
Implement directional light cookies
8 年前
Evgenii Golubev
586d04f3
Enable two directional light cookie modes
8 年前
sebastienlagarde
5882c727
HDRenderLoop: Draft of refator not working
8 年前
Sebastien Lagarde
0e900c4e
HDRenderLoop: Commit second draft, need testing
8 年前
Julien Ignace
75e969dc
Hacked in a better PCF for directional light.
8 年前
sebastienlagarde
291b4c6d
HDRenderPipeline: Fix-point-light-shadow
8 年前
Tim Cooper
2b3f2f91
[refactor namespace]
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering.{LoopName}
8 年前
Evgenii Golubev
f5b4c7e9
Implement orthographic projector lights (single pass loop only)
7 年前
Evgenii Golubev
7fd989cc
Remove the double sided option for area lights
It reduces performance and doesn't trivially extend to the sphere light approximation.
7 年前
uygar
c0b6dcd6
Removed the old shadow system.
Removed the temporary namespace ShadowExp.
7 年前
Sebastien Lagarde
58f36f39
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
Sebastien Lagarde
d06af446
HDrenderPipeline: Update stencil bits
- Add stencil bit usage
- Move stencil bit to LightDefinition class
- Rename the enum with RegularLighting and SplitLighting
- Update SSS code to better stencil test practice
7 年前
Evgenii Golubev
4a9e84ed
Merge projector lights into punctual lights
7 年前
sebastienlagarde
e6e216f8
push not compiling code
7 年前
Julien Ignace
36db30a0
Improved VGPR pressure for Area Light lighting code.
Actual current max VGPR is still high due to shadow filtering code but the area light peak is fixed.
7 年前
sebastienlagarde
4bc93c9f
Add support to disable range attenuation and control max smoothness on light to fake sphere light
7 年前
sebastienlagarde
e2c021c4
Add clear coat material in Lit + few cleanup
7 年前
sebastienlagarde
4ed252e3
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-clear-coat
7 年前
sebastienlagarde
19d8082a
First draft of new light editor
7 年前
Sebastien Lagarde
281e0be9
Optimize Sky case and setup new rules for projection and influence shape of reflection probe
- Add light type to evaluateBSDF_env prototype. This allow the compiler
to optimize the sky case.
- Clean unused code
- Put the constrain that shape influence and shape projection match and
that shape projection can be setup at infitinte to simulate no shape
projection (but keep influence)
7 年前
Sebastien Lagarde
6e2479fd
HDRenderPipeline: Update order of light (for future usage)
7 年前
Sebastien Lagarde
aab7798a
HDRenderPipeline: Add refraction cubemap support
- Just a draft, don't work correctly
7 年前
Sebastien Lagarde
c368db5a
HDRenderPipeline: Add support for light specular color tint
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
Evgenii Golubev
bb677806
Implement ray-cone intersection
7 年前
Evgenii Golubev
8ed2bde7
Refactor directional and punctual light code
7 年前
Evgenii Golubev
6b7a58d1
Work around the bug with sending a boolean to a shader
7 年前
Evgenii Golubev
1174e9df
Store light.range in lightData.size.x for box lights
7 年前
Evgenii Golubev
18167a05
Rename light dimensions for consistency: X = width, Y = height
7 年前
Frédéric Vauchelles
0cd861ee
[ReflectionProbe] Added dimmer
7 年前
Frédéric Vauchelles
f8b60f97
[ReflectionProbeEditor] (wip) influence normal
7 年前
Frédéric Vauchelles
b8ba7123
[ReflectionProbeEditor] (wip) Blend distance per face
7 年前
Frédéric Vauchelles
ce05c4be
[ReflectionProbeEditor] Fixed blend normal
7 年前
Frédéric Vauchelles
ec890f85
[ReflectionProbeEditor] Renamed innerDistance to influenceExtents
7 年前
Frédéric Vauchelles
3e63b300
[PlanarReflection] (wip) refactoring projection volume in light loop
7 年前
Frédéric Vauchelles
a0451785
[PlanarReflection] (wip) refactoring env lights
7 年前
Frédéric Vauchelles
5442aee1
[PlanarReflection] parameter renaming
7 年前
Frédéric Vauchelles
95f0f6a5
[PlanarReflection] Fixed light list for planar reflection
7 年前
Frédéric Vauchelles
3811cdc8
[PlanarReflection] Fixed sampling on invalid direction
7 年前
Frédéric Vauchelles
504ba0e9
[PlanarProbes] Packed env light data and env proxy data
7 年前
Frédéric Vauchelles
4ad995e4
[PlanarProbe] (wip) packing envlightdata structure
7 年前
Sebastien Lagarde
ea8ce865
First draft
7 年前
Sebastien Lagarde
946c1494
Shader generation now working
7 年前
Sebastien Lagarde
52fb6cc5
Convert LightEvaluation
7 年前
sebastienlagarde
76abe74c
Revert modification of lightdefinition for envlight
This isn't necessary and need to be change before users start to do
modification
7 年前
sebastienlagarde
95bb4dec
- Fixed reflection probe dimmer for automotive
- Fixed null reference exception in sky manager.
7 年前
sebastienlagarde
3f91b8e1
HDRenderPipeline: Remove sampleDirectionDiscardWS in reflection (not used)
6 年前
Evgenii Golubev
7d62d89f
Add a Volumetric Dimmer slider to lights to control the intensity of the scattered volumetric lighting
6 年前
sebastienlagarde
807a7d14
Fix directional light and shadow mask transition
The shadow mask transition now follow the shadow cascade transition
6 年前
sebastienlagarde
30443854
Add support of per light shadow mask control
Add support of per light shadow mask control
6 年前
Tim Cooper
fafb59af
Run code formatter.
6 年前
Antoine Lelievre
c86387b6
Contact shadows works with point light and spot lights (in addition to directional)
6 年前
Antoine Lelievre
7edc74d1
Refacto for better code integration
6 年前
Antoine Lelievre
013fb07a
Better dominant light detection algorithm
6 年前
Sebastien Lagarde
e8e01be4
Fix apply Range Attenuation
6 年前
sebastienlagarde
1555fbce
HDRP: More renaming for camera relative rendering (rename lightDefinition)
6 年前
GitHub
80d748f5
Add light linking support ( #1758 )
* HDRP: Add support of light layering for forward (first draft)
TODO:
- Test instancing
- Check perf
- add an option to disable light layer support + in frameSettings
- add deferred rendering support (mean add an optional extra GBuffer)
* Add LightLinking support (version 1 - compile)
This PR add support of LightLayers feature.
To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't.
This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value.
LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost.
LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic.
This PR refactor...
6 年前
Antoine Lelievre
c278bbee
Simplified Show light type debug settings
6 年前
RSlysz
30b7aca0
Add support for LightLayers on reflection probe
6 年前